Pub Date : 2023-05-13DOI: 10.29073/heranca.v6i2.642
Sofia Silva
O presente trabalho tem por objetivo uma análise à influência das políticas para a ópera de Pequim adotadas pelo governo encabeçado por Mao Zedong na encenação de peças do repertório tradicional (pré-1949), nomeadamente ao nível da trama e caracterização das personagens, argumentando que as políticas estabelecidas conduziram a uma revisão mais ou menos profunda de algumas obras de acordo com os novos valores e ideias a disseminar pelo Partido Comunista Chinês (PCC), não deixando, contudo, de manter um conjunto de elementos considerados “prejudiciais” como forma de retratar a condição humana na sociedade “feudal” chinesa. Numa primeira secção, será feita uma apresentação geral da ópera de Pequim, enumerando as principais características e desenvolvimento histórico até à primeira metade do séc. XX. Na segunda secção, apresentar-se-ão as medidas adotadas pelo PCC para a ópera ao longo dos primeiros dezassete anos da China Comunista, divididos em três períodos, cada um deles marcado por um slogan que ditaria a atitude a tomar para com a forma artística. Por fim, na terceira secção, será analisado o impacto destas políticas na revisão de duas peças: “Afronta ao Pai Tirano” (yuzhou feng) e “As Bodas de Niu Gao” (Niu Gao zhao qin).
{"title":"A ÓPERA DE PEQUIM DOS PRIMEIROS 17 ANOS DA REVOLUÇÃO CHINESA (1949–1966)","authors":"Sofia Silva","doi":"10.29073/heranca.v6i2.642","DOIUrl":"https://doi.org/10.29073/heranca.v6i2.642","url":null,"abstract":"O presente trabalho tem por objetivo uma análise à influência das políticas para a ópera de Pequim adotadas pelo governo encabeçado por Mao Zedong na encenação de peças do repertório tradicional (pré-1949), nomeadamente ao nível da trama e caracterização das personagens, argumentando que as políticas estabelecidas conduziram a uma revisão mais ou menos profunda de algumas obras de acordo com os novos valores e ideias a disseminar pelo Partido Comunista Chinês (PCC), não deixando, contudo, de manter um conjunto de elementos considerados “prejudiciais” como forma de retratar a condição humana na sociedade “feudal” chinesa. Numa primeira secção, será feita uma apresentação geral da ópera de Pequim, enumerando as principais características e desenvolvimento histórico até à primeira metade do séc. XX. Na segunda secção, apresentar-se-ão as medidas adotadas pelo PCC para a ópera ao longo dos primeiros dezassete anos da China Comunista, divididos em três períodos, cada um deles marcado por um slogan que ditaria a atitude a tomar para com a forma artística. Por fim, na terceira secção, será analisado o impacto destas políticas na revisão de duas peças: “Afronta ao Pai Tirano” (yuzhou feng) e “As Bodas de Niu Gao” (Niu Gao zhao qin).","PeriodicalId":53165,"journal":{"name":"Heranca","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-05-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49191256","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-05-13DOI: 10.29073/heranca.v6i2.656
António Silva
Este artigo trata das estratégias de aquisições imobiliárias desenvolvidas por John Blandy, um cidadão britânico que singrou como exportador de vinho e mercador na primeira metade do século 19. A análise de diferentes tipos de fontes dos arquivos portugueses permitiu compreender como este homem de negócios aproveitou as oportunidades de compra de prédios urbanos no Funchal (ilha da Madeira) ao longo da sua vida. O seu legado foi crucial para garantir a continuidade da empresa que perpetua o seu nome até hoje e que lhe deve a sua sede histórica na Rua de São Francisco, hoje conhecida como Old Blandy’s Wine Lodge.
这篇文章是关于英国人约翰·布兰迪的房地产收购策略,他在19世纪上半叶成为了一名葡萄酒出口商和商人。通过对葡萄牙档案中不同类型资料的分析,我们了解了这位商人一生中是如何利用购买丰沙尔(马德拉岛)城市建筑的机会的。他的遗产对于确保公司的延续至关重要,公司的名字一直延续到今天,公司的历史总部位于旧金山街,现在被称为Old Blandy ' s Wine Lodge。
{"title":"ERA UMA VEZ O OLD BLANDY'S WINE LODGE — INVESTIMENTOS IMOBILIÁRIOS E ESTRATÉGIAS EMPRESARIAIS NA MADEIRA (1811–1855)","authors":"António Silva","doi":"10.29073/heranca.v6i2.656","DOIUrl":"https://doi.org/10.29073/heranca.v6i2.656","url":null,"abstract":"Este artigo trata das estratégias de aquisições imobiliárias desenvolvidas por John Blandy, um cidadão britânico que singrou como exportador de vinho e mercador na primeira metade do século 19. A análise de diferentes tipos de fontes dos arquivos portugueses permitiu compreender como este homem de negócios aproveitou as oportunidades de compra de prédios urbanos no Funchal (ilha da Madeira) ao longo da sua vida. O seu legado foi crucial para garantir a continuidade da empresa que perpetua o seu nome até hoje e que lhe deve a sua sede histórica na Rua de São Francisco, hoje conhecida como Old Blandy’s Wine Lodge.","PeriodicalId":53165,"journal":{"name":"Heranca","volume":"1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-05-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"69681965","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-03-08DOI: 10.29073/heranca.v6i1.676
Joanna Rivera-Carlisle
Museums are becoming increasingly multi-medial experiences and with the emergence of the metaverse (Coates, 2021), immersive technologies (XR) are projected to form an important part of future museum experiences. With options to provide a multiplicity of non-hierarchical information, support individualised paths through exhibitions, and experiential visits, XR has the potential to help keep visitors engaged around complex and nuanced information (Mulcahy, 2017). Working on devices that most museum visitors already own, XR technologies present a promising move towards more inclusivity, accessibility, and active audience engagement. Contributing to research on the multiple uses of XR in UK museums, this paper focuses on how XR can be operationalised to address contested displays in Western museums. Using an external app for the British Museum as an example, this paper discusses the challenges arising from this intersection, including the entrenchment of immersive technologies in colonial power dichotomies, the risks of performative virtual interventions, and the conflicting agencies museums, companies, and individuals must navigate in this context. The author suggests, as a possible experimental approach, wiki-based XR interactions which engage with non-Eurocentric epistemologies and are co-created by communities commonly disenfranchised in Western museum spaces.
{"title":"CONTEXTUALISING THE CONTESTED: XR AS EXPERIMENTAL MUSEOLOGY","authors":"Joanna Rivera-Carlisle","doi":"10.29073/heranca.v6i1.676","DOIUrl":"https://doi.org/10.29073/heranca.v6i1.676","url":null,"abstract":"Museums are becoming increasingly multi-medial experiences and with the emergence of the metaverse (Coates, 2021), immersive technologies (XR) are projected to form an important part of future museum experiences. With options to provide a multiplicity of non-hierarchical information, support individualised paths through exhibitions, and experiential visits, XR has the potential to help keep visitors engaged around complex and nuanced information (Mulcahy, 2017). Working on devices that most museum visitors already own, XR technologies present a promising move towards more inclusivity, accessibility, and active audience engagement. Contributing to research on the multiple uses of XR in UK museums, this paper focuses on how XR can be operationalised to address contested displays in Western museums. Using an external app for the British Museum as an example, this paper discusses the challenges arising from this intersection, including the entrenchment of immersive technologies in colonial power dichotomies, the risks of performative virtual interventions, and the conflicting agencies museums, companies, and individuals must navigate in this context. The author suggests, as a possible experimental approach, wiki-based XR interactions which engage with non-Eurocentric epistemologies and are co-created by communities commonly disenfranchised in Western museum spaces.","PeriodicalId":53165,"journal":{"name":"Heranca","volume":"1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"69682258","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-03-08DOI: 10.52152/heranca.v6i1.678
Gülce Kirdar, Feyza Nur Kocer Ozgun, Özgün Balaban, Güzden Varinlioğlu
The focus of this research is digital heritage in emergence. This study deals with how to use digital media tools to collect information about caravanserais (khans) to digitise lost heritage attributes. The study involved researchers compiling information about these caravanserais from references, and digitally mapping and generating identification tags based on the information in the sources. The researchers generated an online platform for information dissemination, consisting of the projection augmented model of the khans, and participatory web archive platform for crowdsourcing information. The interaction with users through the augmented representation and participation are the main features of this study, which represents a proposal for a method of interactive digital archiving. The digital khans can be exhibited in a virtual museum, or to be used as a database for those wishing to explore vanished heritage. The digital archiving project contributes to knowledge generation in placemaking using digital mediums and methods.
{"title":"AUGMENTED REALITY SUPPORTED PARTICIPATORY WEB PLATFORM TO TRACK EASTERN ANATOLIAN CARAVANSERAIS","authors":"Gülce Kirdar, Feyza Nur Kocer Ozgun, Özgün Balaban, Güzden Varinlioğlu","doi":"10.52152/heranca.v6i1.678","DOIUrl":"https://doi.org/10.52152/heranca.v6i1.678","url":null,"abstract":"The focus of this research is digital heritage in emergence. This study deals with how to use digital media tools to collect information about caravanserais (khans) to digitise lost heritage attributes. The study involved researchers compiling information about these caravanserais from references, and digitally mapping and generating identification tags based on the information in the sources. The researchers generated an online platform for information dissemination, consisting of the projection augmented model of the khans, and participatory web archive platform for crowdsourcing information. The interaction with users through the augmented representation and participation are the main features of this study, which represents a proposal for a method of interactive digital archiving. The digital khans can be exhibited in a virtual museum, or to be used as a database for those wishing to explore vanished heritage. The digital archiving project contributes to knowledge generation in placemaking using digital mediums and methods.","PeriodicalId":53165,"journal":{"name":"Heranca","volume":"1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"70568147","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-03-08DOI: 10.29073/heranca.v6i1.667
Kristina Wright, David Wright, Nicholas Whltshire, Jenna Lavin
The Swahili word ‘kitambo’, which refers to occurrences in the past that are understood to be at least indirectly connected to the speaker, can be used to describe experimental museology through digital cultural heritage. There is a need to improve access and enhance conservation goals within African cultural heritage institutions, and the National Museums of Kenya (NMK) has been developing innovative technologies and communication tools with the Kenya Heritage Resource Information System (KEHRIS). This paper will discuss Digital Kitambo—a pilot project completed at NMK from 2013 – 2019 to create the spatially integrated database KEHRIS, digitise 10,000 artefacts and specimens from the archaeology and palaeontology collections, and develop digital learning programmes to engage a wider audience. Qualitative research methodology included participant observation, qualitative interviews and focus groups with museum staff as well as focus groups with primary and secondary teachers to develop curricula for local schools. This paper traces the evolution of Digital Kitambo from its inception and reflects on both the successes and shortcomings of the initiative with particular attention to its goals of decolonising the museum’s collections and contributing to new national narratives by engaging the public through digital initiatives.
{"title":"DIGITAL KITAMBO: DECOLONISING NARRATIVES AND BRINGING THE PAST INTO THE FUTURE AT THE NATIONAL MUSEUMS OF KENYA","authors":"Kristina Wright, David Wright, Nicholas Whltshire, Jenna Lavin","doi":"10.29073/heranca.v6i1.667","DOIUrl":"https://doi.org/10.29073/heranca.v6i1.667","url":null,"abstract":"The Swahili word ‘kitambo’, which refers to occurrences in the past that are understood to be at least indirectly connected to the speaker, can be used to describe experimental museology through digital cultural heritage. There is a need to improve access and enhance conservation goals within African cultural heritage institutions, and the National Museums of Kenya (NMK) has been developing innovative technologies and communication tools with the Kenya Heritage Resource Information System (KEHRIS). This paper will discuss Digital Kitambo—a pilot project completed at NMK from 2013 – 2019 to create the spatially integrated database KEHRIS, digitise 10,000 artefacts and specimens from the archaeology and palaeontology collections, and develop digital learning programmes to engage a wider audience. Qualitative research methodology included participant observation, qualitative interviews and focus groups with museum staff as well as focus groups with primary and secondary teachers to develop curricula for local schools. This paper traces the evolution of Digital Kitambo from its inception and reflects on both the successes and shortcomings of the initiative with particular attention to its goals of decolonising the museum’s collections and contributing to new national narratives by engaging the public through digital initiatives.","PeriodicalId":53165,"journal":{"name":"Heranca","volume":"1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"69682147","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-03-08DOI: 10.29073/heranca.v6i1.680
Stefania Lacedelli, Fabiana Fazzi, Chiara Zanetti, G. Pompanin
Digital curation is one of the most experimental areas of museum practice introduced by the digital revolution. A whole new generation of cultural experiences are emerging from the interaction with online spaces and social media platforms, encouraging museums to explore new curatorial approaches. In this paper, we will show how a digital experimental project led to the rethinking of the exhibition format into a more collaborative, interdisciplinary and laboratory approach to museum curation. The case study analysed is Laboratory of Stories, a dynamic participatory archive which was co-designed with a vibrant community of heritage professionals, local communities, and lovers of the Dolomites during a three-year project. An evaluation study combining different qualitative and quantitative methods was implemented to explore the nature of this curatorial practice. A series of key findings emerged from the study: the introduction of new narrative styles and interdisciplinary perspectives; the involvement of different communities in the curatorial process; the shift from a tangible, object-based, to a more intangible, open, and dialogic interpretation of heritage and of knowledge making. The findings show how the ‘laboratory’ metaphor can help museums to embrace the challenges of a participatory, post-digital society, suggesting a novel approach where the co-creation of narratives is at the heart of the curatorial practice.
{"title":"FROM “EXHIBITION” TO “LABORATORY”: RETHINKING CURATORIAL PRACTICES THROUGH A DIGITAL EXPERIMENTAL PROJECT. THE CASE STUDY OF #DOLOMITESMUSEUM - LABORATORY OF STORIES","authors":"Stefania Lacedelli, Fabiana Fazzi, Chiara Zanetti, G. Pompanin","doi":"10.29073/heranca.v6i1.680","DOIUrl":"https://doi.org/10.29073/heranca.v6i1.680","url":null,"abstract":"Digital curation is one of the most experimental areas of museum practice introduced by the digital revolution. A whole new generation of cultural experiences are emerging from the interaction with online spaces and social media platforms, encouraging museums to explore new curatorial approaches. In this paper, we will show how a digital experimental project led to the rethinking of the exhibition format into a more collaborative, interdisciplinary and laboratory approach to museum curation. The case study analysed is Laboratory of Stories, a dynamic participatory archive which was co-designed with a vibrant community of heritage professionals, local communities, and lovers of the Dolomites during a three-year project. An evaluation study combining different qualitative and quantitative methods was implemented to explore the nature of this curatorial practice. A series of key findings emerged from the study: the introduction of new narrative styles and interdisciplinary perspectives; the involvement of different communities in the curatorial process; the shift from a tangible, object-based, to a more intangible, open, and dialogic interpretation of heritage and of knowledge making. The findings show how the ‘laboratory’ metaphor can help museums to embrace the challenges of a participatory, post-digital society, suggesting a novel approach where the co-creation of narratives is at the heart of the curatorial practice.","PeriodicalId":53165,"journal":{"name":"Heranca","volume":"1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"69682311","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-03-08DOI: 10.29073/heranca.v6i1.670
J. Feldman
0000-0002-3352-7357
0000-0002-3352-7357
{"title":"LABORATORY OF CONTEMPORANEITY: THE MARCO OF LA BOCA","authors":"J. Feldman","doi":"10.29073/heranca.v6i1.670","DOIUrl":"https://doi.org/10.29073/heranca.v6i1.670","url":null,"abstract":"0000-0002-3352-7357","PeriodicalId":53165,"journal":{"name":"Heranca","volume":"1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"69682203","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-03-08DOI: 10.29073/heranca.v6i1.678
Gulce Kidar, Feyza Ozgun, Özgün Balaban, Guzden Varinlioglu
The focus of this research is digital heritage in emergence. This study deals with how to use digital media tools to collect information about caravanserais (khans) to digitise lost heritage attributes. The study involved researchers compiling information about these caravanserais from references, and digitally mapping and generating identification tags based on the information in the sources. The researchers generated an online platform for information dissemination, consisting of the projection augmented model of the khans, and participatory web archive platform for crowdsourcing information. The interaction with users through the augmented representation and participation are the main features of this study, which represents a proposal for a method of interactive digital archiving. The digital khans can be exhibited in a virtual museum, or to be used as a database for those wishing to explore vanished heritage. The digital archiving project contributes to knowledge generation in placemaking using digital mediums and methods.
{"title":"UMA PLATAFORMA WEB PARTICIPATIVA APOIADA POR REALIDADE AUMENTADA PARA LOCALIZAR CARAVANÇARAIS (KHANS) ANATOLIANOS ORIENTAIS","authors":"Gulce Kidar, Feyza Ozgun, Özgün Balaban, Guzden Varinlioglu","doi":"10.29073/heranca.v6i1.678","DOIUrl":"https://doi.org/10.29073/heranca.v6i1.678","url":null,"abstract":"The focus of this research is digital heritage in emergence. This study deals with how to use digital media tools to collect information about caravanserais (khans) to digitise lost heritage attributes. The study involved researchers compiling information about these caravanserais from references, and digitally mapping and generating identification tags based on the information in the sources. The researchers generated an online platform for information dissemination, consisting of the projection augmented model of the khans, and participatory web archive platform for crowdsourcing information. The interaction with users through the augmented representation and participation are the main features of this study, which represents a proposal for a method of interactive digital archiving. The digital khans can be exhibited in a virtual museum, or to be used as a database for those wishing to explore vanished heritage. The digital archiving project contributes to knowledge generation in placemaking using digital mediums and methods.","PeriodicalId":53165,"journal":{"name":"Heranca","volume":"1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"69682276","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-03-08DOI: 10.29073/heranca.v6i1.681
A. Bahia
O artigo discute um dos principais projetos do departamento educativo do Museu Nacional Thyssen-Bornemisza (Madri/ES): Nubla: Laboratorio de Arte, Educación y Videojuegos, projeto esboçado em 2013, que ganhou corpo entre 2015-2017 e segue em curso. Neste artigo, busca-se compreender o que define Nubla e de que forma diferencia-se dos jogos digitais criados pelo EducaThyssen anteriormente, desde 2001. Foram utilizados os procedimentos de: pesquisa exploratória, nas plataformas online da instituição, e revisão bibliográfica. Primeiramente, o artigo contextualiza e descreve o caso Nubla. Então, discute como esse laboratório explora a linguagem dos videogames, o processo de game design e o desenvolvimento de produtos midiáticos. Destaca que o EducaThyssen realiza tudo isso de forma colaborativa, com o público jovem e através de parcerias com universidades e empresas da indústria de videogames. Por fim, analisa Nubla a partir dos conceitos “visitante ativo” (1998) e “pós-museu” (2000) de Eilean Hooper-Greenhill; e “ecossistema comunicativo” (2004) e “museu plural” (2000) de Jesús Martín-Barbero. Conclui que Nubla contribui para transformações de práticas e valores, não apenas no âmbito do museu, mas nas áreas de arte, de educação e na indústria dos videogames.
本文讨论了蒂森-博尔内米萨国家博物馆(马德里/ES)教育部门的一个主要项目:Nubla:艺术实验室,educacion y Videojuegos,该项目于2013年起草,在2015-2017年期间获得批准,目前仍在进行中。在这篇文章中,我们试图理解什么定义了Nubla,以及它与EducaThyssen自2001年以来创造的数字游戏有何不同。采用的程序有:探索性研究、机构在线平台和文献综述。首先,本文对Nubla案例进行了背景和描述。然后讨论了这个实验室如何探索电子游戏的语言,游戏设计过程和媒体产品的开发。他强调,EducaThyssen通过与大学和电子游戏行业的公司合作,与年轻观众合作完成所有这些工作。最后,从Eilean Hooper-Greenhill的“活跃游客”(1998)和“后博物馆”(2000)的概念分析了Nubla;以及jesus martin -Barbero的《交流生态系统》(2004)和《多元博物馆》(2000)。结论是,Nubla不仅在博物馆领域,而且在艺术、教育和电子游戏行业领域都有助于实践和价值观的转变。
{"title":"GAME DESIGN AT THE ART MUSEUM: THE NUBLA CASE OF EDUCATHYSSEN","authors":"A. Bahia","doi":"10.29073/heranca.v6i1.681","DOIUrl":"https://doi.org/10.29073/heranca.v6i1.681","url":null,"abstract":"O artigo discute um dos principais projetos do departamento educativo do Museu Nacional Thyssen-Bornemisza (Madri/ES): Nubla: Laboratorio de Arte, Educación y Videojuegos, projeto esboçado em 2013, que ganhou corpo entre 2015-2017 e segue em curso. Neste artigo, busca-se compreender o que define Nubla e de que forma diferencia-se dos jogos digitais criados pelo EducaThyssen anteriormente, desde 2001. Foram utilizados os procedimentos de: pesquisa exploratória, nas plataformas online da instituição, e revisão bibliográfica. Primeiramente, o artigo contextualiza e descreve o caso Nubla. Então, discute como esse laboratório explora a linguagem dos videogames, o processo de game design e o desenvolvimento de produtos midiáticos. Destaca que o EducaThyssen realiza tudo isso de forma colaborativa, com o público jovem e através de parcerias com universidades e empresas da indústria de videogames. Por fim, analisa Nubla a partir dos conceitos “visitante ativo” (1998) e “pós-museu” (2000) de Eilean Hooper-Greenhill; e “ecossistema comunicativo” (2004) e “museu plural” (2000) de Jesús Martín-Barbero. Conclui que Nubla contribui para transformações de práticas e valores, não apenas no âmbito do museu, mas nas áreas de arte, de educação e na indústria dos videogames.","PeriodicalId":53165,"journal":{"name":"Heranca","volume":"1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"69682355","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-01-01DOI: 10.29073/heranca.v6i2.682
J. Pinho
Desde finais do século XV procurava edificar-se um hospital de peste na cidade de Lisboa. A construção, inicialmente provisória, teve vários projetos, características e localizações. O presente artigo procura, partindo da documentação municipal, reconstituir o processo de instituição e construção do hospital de peste lisboeta, contribuindo para um aspeto pouco conhecido e sistematizado da história da saúde pública na cidade de Lisboa e da arquitetura hospitalar portuguesa. De igual modo, pretende-se destacar esta construção no contexto do desenvolvimento da doutrina que entendia a peste como doença contagiosa e que fundamentou a elaboração de diversos regulamentos e legislação para o controlo da doença em diversas cidades da Europa, sendo uma das principais medidas a criação de hospitais de peste e lazaretos.
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